using System;
using System.ComponentModel;
using System.Text;
using System.Runtime.InteropServices;

namespace Microsoft.Xna.Framework
{
	[Serializable]
	[StructLayout(LayoutKind.Sequential)]
	public struct Vector4 : IEquatable<Vector4>
	{
		#region Private Fields

		private static Vector4 zeroVector = new Vector4();
		private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f);
		private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f);
		private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f);
		private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f);
		private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f);

		#endregion Private Fields


		#region Public Fields

		public float X;
		public float Y;
		public float Z;
		public float W;

		#endregion Public Fields


		#region Properties

		public static Vector4 Zero
		{
			get { return zeroVector; }
		}

		public static Vector4 One
		{
			get { return unitVector; }
		}

		public static Vector4 UnitX
		{
			get { return unitXVector; }
		}

		public static Vector4 UnitY
		{
			get { return unitYVector; }
		}

		public static Vector4 UnitZ
		{
			get { return unitZVector; }
		}

		public static Vector4 UnitW
		{
			get { return unitWVector; }
		}

		#endregion Properties


		#region Constructors

		public Vector4(float x, float y, float z, float w)
		{
			this.X = x;
			this.Y = y;
			this.Z = z;
			this.W = w;
		}

		public Vector4(Vector2 value, float z, float w)
		{
			this.X = value.X;
			this.Y = value.Y;
			this.Z = z;
			this.W = w;
		}

		public Vector4(Vector3 value, float w)
		{
			this.X = value.X;
			this.Y = value.Y;
			this.Z = value.Z;
			this.W = w;
		}

		public Vector4(float value)
		{
			this.X = value;
			this.Y = value;
			this.Z = value;
			this.W = value;
		}

		#endregion


		#region Public Methods

		public static Vector4 Add(Vector4 value1, Vector4 value2)
		{
			value1.W += value2.W;
			value1.X += value2.X;
			value1.Y += value2.Y;
			value1.Z += value2.Z;
			return value1;
		}

		public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
		{
			result.W = value1.W + value2.W;
			result.X = value1.X + value2.X;
			result.Y = value1.Y + value2.Y;
			result.Z = value1.Z + value2.Z;
		}

		public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2)
		{
			return new Vector4(
				MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
				MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
				MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
				MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
		}

		public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result)
		{
			result = new Vector4(
				MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
				MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
				MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
				MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
		}

		public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount)
		{
			return new Vector4(
				MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
				MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
				MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
				MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
		}

		public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result)
		{
			result = new Vector4(
				MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
				MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
				MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
				MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
		}

		public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
		{
			return new Vector4(
				MathHelper.Clamp(value1.X, min.X, max.X),
				MathHelper.Clamp(value1.Y, min.Y, max.Y),
				MathHelper.Clamp(value1.Z, min.Z, max.Z),
				MathHelper.Clamp(value1.W, min.W, max.W));
		}

		public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result)
		{
			result = new Vector4(
				MathHelper.Clamp(value1.X, min.X, max.X),
				MathHelper.Clamp(value1.Y, min.Y, max.Y),
				MathHelper.Clamp(value1.Z, min.Z, max.Z),
				MathHelper.Clamp(value1.W, min.W, max.W));
		}

		public static float Distance(Vector4 value1, Vector4 value2)
		{
			return (float)Math.Sqrt(DistanceSquared(value1, value2));
		}

		public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result)
		{
			result = (float)Math.Sqrt(DistanceSquared(value1, value2));
		}

		public static float DistanceSquared(Vector4 value1, Vector4 value2)
		{
			float result;
			DistanceSquared(ref value1, ref value2, out result);
			return result;
		}

		public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result)
		{
			result = (value1.W - value2.W) * (value1.W - value2.W) +
					 (value1.X - value2.X) * (value1.X - value2.X) +
					 (value1.Y - value2.Y) * (value1.Y - value2.Y) +
					 (value1.Z - value2.Z) * (value1.Z - value2.Z);
		}

		public static Vector4 Divide(Vector4 value1, Vector4 value2)
		{
			value1.W /= value2.W;
			value1.X /= value2.X;
			value1.Y /= value2.Y;
			value1.Z /= value2.Z;
			return value1;
		}

		public static Vector4 Divide(Vector4 value1, float divider)
		{
			float factor = 1f / divider;
			value1.W *= factor;
			value1.X *= factor;
			value1.Y *= factor;
			value1.Z *= factor;
			return value1;
		}

		public static void Divide(ref Vector4 value1, float divider, out Vector4 result)
		{
			float factor = 1f / divider;
			result.W = value1.W * factor;
			result.X = value1.X * factor;
			result.Y = value1.Y * factor;
			result.Z = value1.Z * factor;
		}

		public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
		{
			result.W = value1.W / value2.W;
			result.X = value1.X / value2.X;
			result.Y = value1.Y / value2.Y;
			result.Z = value1.Z / value2.Z;
		}

		public static float Dot(Vector4 vector1, Vector4 vector2)
		{
			return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
		}

		public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result)
		{
			result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
		}

		public override bool Equals(object obj)
		{
			return (obj is Vector4) ? this == (Vector4)obj : false;
		}

		public bool Equals(Vector4 other)
		{
			return this.W == other.W
				&& this.X == other.X
				&& this.Y == other.Y
				&& this.Z == other.Z;
		}

		public override int GetHashCode()
		{
			return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode() + W.GetHashCode();
		}

		public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount)
		{
			Vector4 result = new Vector4();
			Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
			return result;
		}

		public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result)
		{
			result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount);
			result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
			result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
			result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
		}

		public float Length()
		{
			float result;
			DistanceSquared(ref this, ref zeroVector, out result);
			return (float)Math.Sqrt(result);
		}

		public float LengthSquared()
		{
			float result;
			DistanceSquared(ref this, ref zeroVector, out result);
			return result;
		}

		public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
		{
			return new Vector4(
				MathHelper.Lerp(value1.X, value2.X, amount),
				MathHelper.Lerp(value1.Y, value2.Y, amount),
				MathHelper.Lerp(value1.Z, value2.Z, amount),
				MathHelper.Lerp(value1.W, value2.W, amount));
		}

		public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
		{
			result = new Vector4(
				MathHelper.Lerp(value1.X, value2.X, amount),
				MathHelper.Lerp(value1.Y, value2.Y, amount),
				MathHelper.Lerp(value1.Z, value2.Z, amount),
				MathHelper.Lerp(value1.W, value2.W, amount));
		}

		public static Vector4 Max(Vector4 value1, Vector4 value2)
		{
			return new Vector4(
			   MathHelper.Max(value1.X, value2.X),
			   MathHelper.Max(value1.Y, value2.Y),
			   MathHelper.Max(value1.Z, value2.Z),
			   MathHelper.Max(value1.W, value2.W));
		}

		public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
		{
			result = new Vector4(
			   MathHelper.Max(value1.X, value2.X),
			   MathHelper.Max(value1.Y, value2.Y),
			   MathHelper.Max(value1.Z, value2.Z),
			   MathHelper.Max(value1.W, value2.W));
		}

		public static Vector4 Min(Vector4 value1, Vector4 value2)
		{
			return new Vector4(
			   MathHelper.Min(value1.X, value2.X),
			   MathHelper.Min(value1.Y, value2.Y),
			   MathHelper.Min(value1.Z, value2.Z),
			   MathHelper.Min(value1.W, value2.W));
		}

		public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
		{
			result = new Vector4(
			   MathHelper.Min(value1.X, value2.X),
			   MathHelper.Min(value1.Y, value2.Y),
			   MathHelper.Min(value1.Z, value2.Z),
			   MathHelper.Min(value1.W, value2.W));
		}

		public static Vector4 Multiply(Vector4 value1, Vector4 value2)
		{
			value1.W *= value2.W;
			value1.X *= value2.X;
			value1.Y *= value2.Y;
			value1.Z *= value2.Z;
			return value1;
		}

		public static Vector4 Multiply(Vector4 value1, float scaleFactor)
		{
			value1.W *= scaleFactor;
			value1.X *= scaleFactor;
			value1.Y *= scaleFactor;
			value1.Z *= scaleFactor;
			return value1;
		}

		public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result)
		{
			result.W = value1.W * scaleFactor;
			result.X = value1.X * scaleFactor;
			result.Y = value1.Y * scaleFactor;
			result.Z = value1.Z * scaleFactor;
		}

		public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
		{
			result.W = value1.W * value2.W;
			result.X = value1.X * value2.X;
			result.Y = value1.Y * value2.Y;
			result.Z = value1.Z * value2.Z;
		}

		public static Vector4 Negate(Vector4 value)
		{
			value = new Vector4(-value.X, -value.Y, -value.Z, -value.W);
			return value;
		}

		public static void Negate(ref Vector4 value, out Vector4 result)
		{
			result = new Vector4(-value.X, -value.Y, -value.Z,-value.W);
		}

		public void Normalize()
		{
			Normalize(ref this, out this);
		}

		public static Vector4 Normalize(Vector4 vector)
		{
			Normalize(ref vector, out vector);
			return vector;
		}

		public static void Normalize(ref Vector4 vector, out Vector4 result)
		{
			float factor;
			DistanceSquared(ref vector, ref zeroVector, out factor);
			factor = 1f / (float)Math.Sqrt(factor);

			result.W = vector.W * factor;
			result.X = vector.X * factor;
			result.Y = vector.Y * factor;
			result.Z = vector.Z * factor;
		}

		public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
		{
			return new Vector4(
				MathHelper.SmoothStep(value1.X, value2.X, amount),
				MathHelper.SmoothStep(value1.Y, value2.Y, amount),
				MathHelper.SmoothStep(value1.Z, value2.Z, amount),
				MathHelper.SmoothStep(value1.W, value2.W, amount));
		}

		public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
		{
			result = new Vector4(
				MathHelper.SmoothStep(value1.X, value2.X, amount),
				MathHelper.SmoothStep(value1.Y, value2.Y, amount),
				MathHelper.SmoothStep(value1.Z, value2.Z, amount),
				MathHelper.SmoothStep(value1.W, value2.W, amount));
		}

		public static Vector4 Subtract(Vector4 value1, Vector4 value2)
		{
			value1.W -= value2.W;
			value1.X -= value2.X;
			value1.Y -= value2.Y;
			value1.Z -= value2.Z;
			return value1;
		}

		public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
		{
			result.W = value1.W - value2.W;
			result.X = value1.X - value2.X;
			result.Y = value1.Y - value2.Y;
			result.Z = value1.Z - value2.Z;
		}

		public static Vector4 Transform(Vector2 position, Matrix matrix)
		{
			Vector4 result;
			Transform(ref position, ref matrix, out result);
			return result;
		}

		public static Vector4 Transform(Vector3 position, Matrix matrix)
		{
			Vector4 result;
			Transform(ref position, ref matrix, out result);
			return result;
		}

		public static Vector4 Transform(Vector4 vector, Matrix matrix)
		{
			Transform(ref vector, ref matrix, out vector);
			return vector;
		}

		public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result)
		{
			result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41,
								 (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42,
								 (position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43,
								 (position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44);
		}

		public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result)
		{
			result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,
								 (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42,
								 (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43,
								 (position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44);
		}

		public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result)
		{
			result = new Vector4((vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41),
								 (vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42),
								 (vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43),
								 (vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44));
		}

		public override string ToString()
		{
			StringBuilder sb = new StringBuilder(32);
			sb.Append("{X:");
			sb.Append(this.X);
			sb.Append(" Y:");
			sb.Append(this.Y);
			sb.Append(" Z:");
			sb.Append(this.Z);
			sb.Append(" W:");
			sb.Append(this.W);
			sb.Append("}");
			return sb.ToString();
		}

		#endregion Public Methods


		#region Operators

		public static Vector4 operator -(Vector4 value)
		{
			return new Vector4(-value.X, -value.Y, -value.Z, -value.W);
		}

		public static bool operator ==(Vector4 value1, Vector4 value2)
		{
			return value1.W == value2.W
				&& value1.X == value2.X
				&& value1.Y == value2.Y
				&& value1.Z == value2.Z;
		}

		public static bool operator !=(Vector4 value1, Vector4 value2)
		{
			return !(value1 == value2);
		}

		public static Vector4 operator +(Vector4 value1, Vector4 value2)
		{
			value1.W += value2.W;
			value1.X += value2.X;
			value1.Y += value2.Y;
			value1.Z += value2.Z;
			return value1;
		}

		public static Vector4 operator -(Vector4 value1, Vector4 value2)
		{
			value1.W -= value2.W;
			value1.X -= value2.X;
			value1.Y -= value2.Y;
			value1.Z -= value2.Z;
			return value1;
		}

		public static Vector4 operator *(Vector4 value1, Vector4 value2)
		{
			value1.W *= value2.W;
			value1.X *= value2.X;
			value1.Y *= value2.Y;
			value1.Z *= value2.Z;
			return value1;
		}

		public static Vector4 operator *(Vector4 value1, float scaleFactor)
		{
			value1.W *= scaleFactor;
			value1.X *= scaleFactor;
			value1.Y *= scaleFactor;
			value1.Z *= scaleFactor;
			return value1;
		}

		public static Vector4 operator *(float scaleFactor, Vector4 value1)
		{
			value1.W *= scaleFactor;
			value1.X *= scaleFactor;
			value1.Y *= scaleFactor;
			value1.Z *= scaleFactor;
			return value1;
		}

		public static Vector4 operator /(Vector4 value1, Vector4 value2)
		{
			value1.W /= value2.W;
			value1.X /= value2.X;
			value1.Y /= value2.Y;
			value1.Z /= value2.Z;
			return value1;
		}

		public static Vector4 operator /(Vector4 value1, float divider)
		{
			float factor = 1f / divider;
			value1.W *= factor;
			value1.X *= factor;
			value1.Y *= factor;
			value1.Z *= factor;
			return value1;
		}

		#endregion Operators
	}
}
